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Lands that tap for 2 colors do 1 dmg
Lands that tap for 2 colors do 1 dmg









lands that tap for 2 colors do 1 dmg

So, put in more mountains.Īt that point, I start thinking along the lines of 18 mountains and 6 forests. If you get color screwed for red, that totally hoses you right now, and you probably die. If you get color screwed for green, that inconveniences you later, and you have time for the problem to fix itself. If you have no red mana, you can't do anything at all until you draw a mountain, or play enough lands to cast a green wurm, which will probably be turn 8-10. If you have no green mana, you're inconvenienced when you have seven mana total and can't cast your green spells, at which point you've had eight or nine turns already to draw a forest and not have a problem, and eight or nine turns of cheerfully playing goblins. There are two ways to be color screwed in this deck no red mana, and no green mana. This tells us to weight your land distribution towards mountains, so as to avoid being color screwed. You need mountains in the early game, and only need forests in the late game. You will never need a forest until you have six other lands out, because your green spells only need one forest, and cost seven to cast.

lands that tap for 2 colors do 1 dmg

There is no situation in which you would rather play a forest first. To wit: On turn 1, you want to play a mountain, and use that mountain to play a goblin. Knowing that, we can predict how we need our mana to shake out. In the late game, it wants to have enough forests to drop big smashy green wurms. In the early turns, it wants to drop mountains and play cheap goblins. The way this deck is set up, we know its game plan. That theory would sort of work, but it would be bad. How should your mana balance out? It would be easy to say "half my stuff it red, half is green, therefore half my lands are mountains, half are forests". (Note: this is not likely to be an effective deck construction technique.) All of the green creatures are wurms that cost six colorless mana and one green mana to cast. All of the red creatures are goblins that cost 1 red mana to cast. 18 red creatures, and 18 green creatures. It consists of 24 lands, and 36 creatures. Look at many mana of a specific color your cards require, and how much they cost in total.











Lands that tap for 2 colors do 1 dmg